Psa: Lrm5 Chainfire: Not Very Effective.
#1
Posted 09 November 2014 - 10:37 AM
IS LRM5s may pierce AMS still, but on a larger mech, the damage is so miniscule, I've found there's no need to even run for cover, and I get to point out where the rain is coming from for the lights.
For Clan LRM5s, you're lucky if any missiles ever get though.
As far as costing AMS ammo, with the IS doubling, there's plenty of AMS ammo to go around, so you're not likely to wear out the enemy, and if there's AMS in the area, chainfire just isn't going to do it.
So, what to do?
Options:
Group Fire - Not bad, but can get hot quickly.
Carry Bigger launchers - LRM10s and LRM15s are a good sweet spot for the IS. For Clans, generally the bigger launchers work better for both AMS penetration and grouping.
Nothing wrong with some supplementary LRM5s, but the LRM5 boating is just not very effective now.
#2
Posted 09 November 2014 - 10:49 AM
i thought the value was the shake-suppression it created in the victim, not the overall damage.
#3
Posted 09 November 2014 - 10:50 AM
And when I see AMS ruining my volleys, I simply push up the rate of fire (since I do not use automatic chain-fire like some do; I put each launcher in its own group and fire them individually at a manual rate) to fire more missiles faster. Works well enough for my liking.
#4
Posted 09 November 2014 - 11:06 AM
#5
Posted 09 November 2014 - 11:19 AM
Even if there is a bunch of AMS, say you get a bead on one of those Cheese Whales with 5/6 UACs, you can rock them hard enough with just a couple missiles getting through that you effectively remove them from the skirmish for all the screen shake you're putting on them.
But yes, the damage throughput is going to be rubbish if you just chainfire them all the time, but the point isn't damage, it's setting your team up for the win.
And trolling the enemy team
#6
Posted 09 November 2014 - 03:38 PM
#7
Posted 09 November 2014 - 07:54 PM
If someone is moving in and out of cover I find I'm wasting more ammo shooting full volleys.
#8
Posted 09 November 2014 - 08:11 PM
#9
Posted 09 November 2014 - 08:15 PM
Nowdays, I use LRM10/CLRM10s in most of my Mechs... except: Kintaros, Jenner, A1... They have LRM5s, both size works fine..
Edited by Sky Hawk, 09 November 2014 - 08:17 PM.
#10
Posted 10 November 2014 - 01:20 AM
For Clan launchers, the bigger the better since their stream firing makes them all cluster equally.
Since IS need maximum cluster density, that leads to some basic mathematical truths about MWO.
Standard clustering for LRM5s tend to land all the missiles on target unless its small and fast. This is approximately the optimal clustering. Tighter doesn't help much more except to concentrate damage on the CT against immobile targets and worse causes missiles to miss entirely.
LRM10s miss some by default, but artemis, narc, OR tag can fix that.
LRM15s are even worse, but you need double clustering bonuses to fix it, and the only two that work together are artemis and tag.
LRM20s are even worse, and no clustering bonuses can save them. You will always waste missiles unless firing at an immobile mech with a large profile.
Thus, for maximum damage against the widest variety of targets, use 15s + art + tag.
http://mwo.smurfy-ne...ad070c371e054b6
I average 500dmg a match in this mech. IMO, its ton-for-ton the best LRM boat in the game. Can't get much more out of heavier mechs due to 20s not being worth it, nothing has this mech's geometry for ranged support, and can't mount quad 15s on anything smaller.
#11
Posted 10 November 2014 - 02:04 AM
Bront, on 09 November 2014 - 10:37 AM, said:
Group Fire - Not bad, but can get hot quickly.
Carry Bigger launchers - LRM10s and LRM15s are a good sweet spot for the IS. For Clans, generally the bigger launchers work better for both AMS penetration and grouping.
For clans I recommend more small launchers over "fewer but bigger". The idea is that you need to overwhelm the AMS. A single stream of 15 LRMs won't do that, but 3 simultaneous streams of 5 has a better chance of getting some damage through. If you group fire 6xLRM5 on a Mad Dog you are sending 6 streams of missiles at the opponent, whereas chaining them just puts out one long, continuous stream.
#12
Posted 10 November 2014 - 10:02 AM
#13
Posted 10 November 2014 - 11:14 PM
#14
Posted 11 November 2014 - 05:17 AM
Trumpetteer, on 10 November 2014 - 10:02 AM, said:
Only if you alpha strike with them rather than chain fire, and then you do it at the cost of heat (10 heat for 2 LRM15s, 19.56 for 6 LRM5s).
If nothing else, mix it up folks. I've just seen too many bad LRM5 chainfiring mechs this weekend, and have been able to ignore them on the other team myself.
#15
Posted 11 November 2014 - 07:43 AM
Edited by Crotch RockIt, 11 November 2014 - 07:43 AM.
#16
Posted 14 November 2014 - 05:26 AM
#17
Posted 14 November 2014 - 05:38 AM
Combat is dynamic and so should your behavior be.
#18
Posted 17 November 2014 - 06:49 AM
If you see all you missiles being eaten by a target and no damage, stop firing and find a target on the outskirts of the enemy group. If there are currently none, reposition and wait a minute, the battle will shift, and a target WILL appear. Even with 2 AMS, you will drive through the AMS in roughly 5-6 volleys.
#19
Posted 17 November 2014 - 12:26 PM
And it kills people just fine. Sometimes I'll chain fire at them while also shooting them with lasers -- can't do that for long but it delays the return fire because they can't see.
#20
Posted 17 November 2014 - 01:00 PM
Stacked 5's is a confuse/frustrate the opposition role. The others do the lifting while you distract them. And I do miss the single NARC tube on my TBT-7M with a LRM15 in there. Ultimate trolling with a constant single missile stream. Stupid art pass "fixing" that.
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